Have you ever stopped to think about how the things you see and hear every day might shape who you are becoming? It is a pretty interesting thought, isn't it? Our attention, where we put it, really does have an impact on our inner workings, on what we value, and how we see the world around us. This idea is, as a matter of fact, a big part of what makes us tick, influencing our thoughts and even our feelings, too.
There is, you know, a simple yet powerful phrase that sums this up: "we become what we behold." This phrase suggests that our surroundings, the information we take in, and the things we focus on, actually mold our very being. It is, in a way, like saying you are what you eat, but for your mind and spirit. What we choose to look at, listen to, and engage with can, quite literally, change us from the inside out, so.
This thought, this notion of "we become what we behold," is at the heart of a particular interactive experience, a game, that brings this concept to life in a rather striking manner. It explores how news cycles, for example, and other repeating patterns, might influence us, showing how these ongoing loops can affect what we think and how we act. It is, you could say, a look at how our attention shapes our reality, and vice versa, basically.
Table of Contents
- Nicky Case - A Creative Mind
- The Core Idea - We Become What We Behold
- How Does "We Become What We Behold" Play Out?
- Cycles - News, Vicious, and Infinite
- The Making of "We Become What We Behold"
- What Else Has Nicky Case Created Beyond "We Become What We Behold"?
- "Adventures with Anxiety" - A Personal Look at "We Become What We Behold"
- A Collection of Songs - Another Creative Outlet
- Why Does "We Become What We Behold" Matter to Us?
- Community Reception - What People Said About "We Become What We Behold"
Nicky Case - A Creative Mind
The person behind the experience known as "we become what we behold" is Nicky Case. Nicky is a creator known for making interactive pieces that often get people thinking about big ideas. These creations usually blend games with stories, or sometimes even just simple simulations that show how certain systems work. It is, you know, a way of exploring things through play, which is pretty cool, honestly.
Nicky has a way of taking complex topics and making them approachable, often with a touch of humor or a very direct style. This approach helps people grasp ideas that might otherwise feel a bit abstract. The work often feels personal, too, as if you are getting a glimpse into how Nicky sees the world. It is, in fact, a distinctive voice that comes through in everything made, so.
Here is a quick look at some details about Nicky Case:
Detail | Information |
---|---|
Creator of | "we become what we behold", "Adventures with Anxiety", various songs |
Creation Style | Interactive experiences, games, visual novels, simulations |
Focus | Exploring societal patterns, human behavior, personal experiences |
Tools Used (for some projects) | Ableton (trial version mentioned) |
Time for "we become what we behold" | Two months |
The Core Idea - We Become What We Behold
The main idea of "we become what we behold" is right there in its name. It suggests that the information we take in, the things we pay attention to, actually shape who we are. Think about it: if you spend all your time looking at angry news, you might start to feel more angry yourself, or perhaps you will see the world as a more hostile place. This is, you know, a pretty straightforward concept, yet it has deep implications for how we live our lives, basically.
The game presents this idea in a very direct way. It is, as a matter of fact, a simulation where your choices about what to focus on directly influence the characters and the overall story. This helps players see, firsthand, how their attention can create a kind of feedback loop. What you choose to see affects what happens next, and what happens next affects what you see, so it's almost like a self-fulfilling prophecy, you could say.
This core message is particularly relevant today, with so much information coming at us from all directions. It makes you think about the responsibility we have, not just for what we put out into the world, but also for what we let into our own minds. It is, in a way, a call to be more mindful of our media diets, to be honest.
How Does "We Become What We Behold" Play Out?
So, how does this idea of "we become what we behold" actually work within the game itself? Well, it presents you with a simple scene, usually with a few characters or events happening. Your job is to select what gets shown, like a news reporter choosing what to put on TV. The things you pick, whether they are small or big, happy or sad, peaceful or conflict-filled, then get amplified, you know.
If you pick things that show conflict, for example, the characters in the game might start to act more aggressively. If you pick things that show peace, they might become more calm. It is, in some respects, a very clear demonstration of how focusing on certain aspects of reality can make those aspects grow. This makes the point that our attention has a real, tangible effect on what develops around us, virtually.
The game is, pretty much, a visual novel, meaning it tells a story through pictures and text, but with player choices mixed in. You play it right in your browser, which makes it super easy to try out. It is, you know, a quick experience, but one that leaves you with something to think about long after you have finished playing, that.
Cycles - News, Vicious, and Infinite
The game "we become what we behold" specifically mentions news cycles, vicious cycles, and infinite cycles. These are the repeating patterns that the game uses to show its main idea. News cycles, for instance, are how stories come and go, often focusing on what gets attention. If a certain type of story gets a lot of views, news outlets might show more of that type of story, and this, you know, can keep going around and around.
A vicious cycle, on the other hand, is when one bad thing leads to another, making the situation worse and worse. In the context of "we become what we behold," this might mean that if you keep showing negative news, people become more negative, which then creates more negative events for the news to report on, and so on. It is, quite literally, a loop that feeds itself, making things more difficult, as a matter of fact.
Infinite cycles suggest that these patterns can go on and on without end, unless something breaks the pattern. The game helps you see how easy it is to get caught in these loops, and how hard it can be to step out of them once they have started. It is, you could say, a look at how habits of attention can become deeply ingrained, almost automatically, still.
The Making of "We Become What We Behold"
It is rather interesting to note that "we become what we behold" was created by Nicky Case in just two months. This shows that a powerful message does not always need a long time or a huge team to come to life. The simplicity of the game's design, in a way, helps its message stand out even more. It is, you know, a testament to focused effort and clear vision, basically.
The game is described as a "silly game," which gives it a lighthearted feel, even though the ideas it explores are quite serious. This blend of humor and depth is a signature of Nicky's work. It makes the experience more approachable and less like a lecture, which, frankly, helps the message sink in better. It is, honestly, a clever way to get people thinking, that.
The mention of using a trial version of Ableton for some music creation also gives a peek into the creative process. It suggests that Nicky uses whatever tools are at hand to bring ideas to life, showing a practical and resourceful approach to making things. This, you know, is a good reminder that you do not always need the most expensive or advanced equipment to make something meaningful, just a little ingenuity, you could say.
What Else Has Nicky Case Created Beyond "We Become What We Behold"?
Beyond "we become what we behold," Nicky Case has created other projects that explore different facets of the human experience. These works often share the same spirit of interactivity and thought-provoking ideas. They are, as a matter of fact, further examples of how Nicky uses digital mediums to communicate important concepts in engaging ways. It is, you know, a consistent theme across the various creations, basically.
These other projects show a range of interests, from personal struggles to artistic expression through sound. They demonstrate a broad creative scope, going beyond just one type of interactive experience. It is, in some respects, a portfolio that really speaks to a curious and inventive mind, so.
"Adventures with Anxiety" - A Personal Look at "We Become What We Behold"
One notable project is "Adventures with Anxiety." This interactive story is, quite literally, about anxiety itself. It is a very personal piece, as Nicky mentions making it for "folks with anxiety disorder, like myself." This personal connection makes the experience feel very genuine and relatable. It is, you know, a way of sharing a personal struggle in a way that can help others, that.
In "Adventures with Anxiety," you actually play *as* the anxiety. This unique perspective helps people see how anxiety works from the inside out, rather than just observing it. It is, in a way, a tool for self-reflection and perhaps even a bit of self-compassion. The hope is that it can help people "see – with humor – how anxiety works," which is a very gentle approach to a difficult topic, you know.
This project, too, touches on the idea of "we become what we behold" because it deals with how our internal focus, what we pay attention to within our own minds, can shape our experience of anxiety. If you are constantly beholding anxious thoughts, those thoughts can grow and affect your whole outlook. It is, in fact, a powerful example of how internal cycles can play out, so.
A Collection of Songs - Another Creative Outlet
Nicky Case also created "a collection of weird songs." This shows another side of the creative output, moving from interactive stories to pure audio expression. These songs were made over a few years and are offered as a free collection. It is, you know, a generous sharing of artistic work, basically.
The mention of using the "trial version of Ableton" when making these songs is a small but interesting detail. It again highlights a resourceful approach to creation. It suggests that the act of making, the pure expression, is more important than having the most professional tools available. This, you know, is a pretty inspiring thought for anyone looking to create something, honestly.
Even though these are songs, they still fit, in a way, with the broader theme of "we become what we behold." What we listen to, the sounds and music we take in, can certainly affect our mood, our thoughts, and even our overall state of being. Music has a strong influence, after all, and choosing what to listen to is another form of beholding, so.
Why Does "We Become What We Behold" Matter to Us?
The message of "we become what we behold" is incredibly important for everyone, whether you play games or not. It is, you know, a reminder that our attention is a very powerful thing. What we choose to focus on, what we allow into our minds, directly shapes our perspective, our feelings, and even our actions. This, you know, has a ripple effect on our lives and the lives of those around us, pretty much.
In a world where we are constantly bombarded with information, this idea helps us be more aware of what we are consuming. Are we beholding things that make us feel good, that inspire us, that help us grow? Or are we, in some respects, constantly looking at things that make us feel anxious, angry, or sad? The game, and the phrase itself, encourage us to be more deliberate about our choices, to be honest.
It is, in fact, a call for mindful consumption of media and experiences. By understanding that "we become what we behold," we gain a little more control over our inner lives. We can choose to seek out things that nourish us, rather than things that might drain us. This, you know, is a very simple but very effective way to think about personal well-being, that.
Community Reception - What People Said About "We Become What We Behold"
The comments sections for Nicky Case's projects, including "we become what we behold," show how much these creations resonate with people. For instance, one comment on "we become what we behold" calls it the "best thing on itch," which is a platform for independent games. This kind of feedback shows that the game's simple yet profound message really connects with players, you know.
The fact that people take the time to leave positive comments, even years after the project was released, speaks to its lasting impact. It is, in a way, a sign that the experience stays with them, making them think about the ideas presented. This kind of genuine appreciation is, as a matter of fact, a great indicator of a successful and meaningful creation, so.
These comments, even the short ones, show that the game achieves its goal of getting people to reflect on the nature of news, cycles, and how we are shaped by what we pay attention to. It is, you know, a clear indication that the concept of "we become what we behold" lands well with its audience, basically.
This article looked at the core idea of "we become what we behold," an interactive experience by Nicky Case. It covered how the game shows the influence of news and other cycles, and how our attention shapes us. We also touched upon Nicky's other creations, like "Adventures with Anxiety" and a collection of songs, noting how they also reflect aspects of this central theme. The piece also discussed the making of these projects and the positive feedback they received from people.
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